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Was there a real need for a fourth ed.? Or would tweaking 3.5 have done it for you?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 4549525" data-attributes="member: 1165"><p>I voted it had to change.</p><p></p><p>I just finished running a session of 4e a few hours ago, and if it was 3e it would have bogged down.</p><p></p><p>I was running the 4e campaign path, and finished up Keep on the Shadowfell. One player joined and begged to play a bugbear. They're overpowered, and I'll probably have to nerf them, but they're not core races IMO (they're not in the races section of the PH, so...). And that's not the fault of 4e, it was my fault for letting that in.</p><p></p><p>So between the Keep on the Shadowfell and the next adventure, Thunderspire Labyrinth, everyone else decided to play a goblinoid (except one minotaur, who everyone mocks due to lack of low-light vision). We have a Strength 16 goblin cleric (yes it's point buy!), a hobgoblin warlock, a bugbear ranger (the original - we let him use one bastard sword as if it were two weapons ... trust me, that actually works) and a few other PCs.</p><p></p><p>They decided to be evil, on the ground that whe a band of goblins do something evil, humans tend to strike out at <em>all</em> goblinoids and they'll get hunted <em>anyway</em>, so they started taking slaves and basically completely messing with the adventure, allying with the guys they were supposed to fight and transforming it into a reverse dungeon.</p><p></p><p>If this were 3e I'd have to beg them to follow the adventure. In 4e, I was able to create reasonable human (and humanoid!) NPCs. I didn't have to juggle skill points, I could give them the abilities I want (flavor mine, numbers from the "monster maker"), I didn't have to buy the NPCs magic items (yay!), etc. If I wanted to make a monster that was, say, a duergar trader, all I had to do was substitute Dunegeoneering for, say, Diplomacy and it would take me 3 seconds to do the math (I suck at math), fast enough that I don't bother creating a creature card. The most complicated NPC I made was Marshall McDonough, a human guard with the "warlord template" added (and I dropped some stuff and added one ability; the system is modular enough to stand that). It took me ten minutes, and with practice I could do it faster. Heck, if I wanted to use McConnell McElfy, archer warlord, I could have made an NPC (using the monster rules) and it still would have worked!</p><p></p><p>(And I'd like to note that 3.x could barely deal with a warlord-style class. The closest thing I saw to it was a weak Dragonlance noble class.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 4549525, member: 1165"] I voted it had to change. I just finished running a session of 4e a few hours ago, and if it was 3e it would have bogged down. I was running the 4e campaign path, and finished up Keep on the Shadowfell. One player joined and begged to play a bugbear. They're overpowered, and I'll probably have to nerf them, but they're not core races IMO (they're not in the races section of the PH, so...). And that's not the fault of 4e, it was my fault for letting that in. So between the Keep on the Shadowfell and the next adventure, Thunderspire Labyrinth, everyone else decided to play a goblinoid (except one minotaur, who everyone mocks due to lack of low-light vision). We have a Strength 16 goblin cleric (yes it's point buy!), a hobgoblin warlock, a bugbear ranger (the original - we let him use one bastard sword as if it were two weapons ... trust me, that actually works) and a few other PCs. They decided to be evil, on the ground that whe a band of goblins do something evil, humans tend to strike out at [i]all[/i] goblinoids and they'll get hunted [i]anyway[/i], so they started taking slaves and basically completely messing with the adventure, allying with the guys they were supposed to fight and transforming it into a reverse dungeon. If this were 3e I'd have to beg them to follow the adventure. In 4e, I was able to create reasonable human (and humanoid!) NPCs. I didn't have to juggle skill points, I could give them the abilities I want (flavor mine, numbers from the "monster maker"), I didn't have to buy the NPCs magic items (yay!), etc. If I wanted to make a monster that was, say, a duergar trader, all I had to do was substitute Dunegeoneering for, say, Diplomacy and it would take me 3 seconds to do the math (I suck at math), fast enough that I don't bother creating a creature card. The most complicated NPC I made was Marshall McDonough, a human guard with the "warlord template" added (and I dropped some stuff and added one ability; the system is modular enough to stand that). It took me ten minutes, and with practice I could do it faster. Heck, if I wanted to use McConnell McElfy, archer warlord, I could have made an NPC (using the monster rules) and it still would have worked! (And I'd like to note that 3.x could barely deal with a warlord-style class. The closest thing I saw to it was a weak Dragonlance noble class.) [/QUOTE]
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Was there a real need for a fourth ed.? Or would tweaking 3.5 have done it for you?
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